PvP should not always end in PK. Many times just beating someone once and leaving a solid threat that next time they die should be enough. If you just wanted to steal something, just subdue them and steal it. If you want to convert someone to your god, it may take more than just "Convert or Die" why not actually try to convert them first with words, by defeating them a few times to show your strength, or through a series of challenges to prove your god/philosophy is better–then if none of that works call out "convert or die". It'll be much more fun for all involved, and who knows who may wind up having their faith shaken during the roleplay that follows. Plus if you're enemies know you're loathe to kill, they will be slow to retaliate with death themselves. -Keep in mind, mechanics are a part of the game. Simply because someone has more potions than you doesn't mean you can toss fear out the window, supplies and equipment reflect the skill and experience of the warrior, after all. It's why you never see level 20 fighters in anything less than +3 full plate and weaponry. Superior equipment is a mark of experience and power, after all.
If you do decide to PK, at least try to give the other player a chance to escape and they should be aware you intend to kill them (give suspicious glances, draw weapons and threaten them, don't simply leap out of invisibility to "win" a fight). Its not fair to attack someone on FD when you know they're on SD and that the worst that might happen if your attack fails is that they SD you and leave you there then flee. They should know you planned to PK them at least so they can decide if they desire to return the favor.
If you engage in PvP and leave some Near Death, or kill them but don't full loot. Its polite to make sure that wandering monsters don't finish off the poor Near Death guy. Its alright, even preferred despite the OOCness, make sure any near by monsters are dead and gone.
Remember, PvP is a question of mechanics. If you engage in PvP, understand these mechanics. Realize people can transition faster than you, and may escape that way. Realize subdued characters remain subdued a certain length of time, after which they can get up to fight or drink potions. Realize there is no way to properly enforce a "disguise", and there is no way for a player to enforce permadeath or even lengthy deaths (Although, the DMs do have a process for adjudicating situations where this comes up between players who can not agree between themselves).
If you want to do anything outside the normal mechanics of NWN in PvP, you must get a DM to help with it. That DM should know what you want to have happen well enough in advance to be able to help too. This isn't an excuse to ignore someone has subdued your character and is emoting "put a sword point to Joe's throat" and jump up simply because the mechanical time limit wore out on subdual. I mean, he did subdue you and did put a sword to your throat.

Smoke Genasi
Racial Abilities
+2 Dexterity
+2 Intelligence
-2 Charisma
+10% Movement Speed (Does not stack with Monk or Barbarian Movement Speed)
Fire Resistance 5/-
Darkvision
Immunity: Stinking Cloud
Immunity: Cloudkill
General:
Smoke para-genasi seem crude and lazy. They tend toward neutrality, like all genasi and most elementals. Smoke para-genasi are tall and lanky, reflecting their heritage of air and fire. They tend to have dark skin and hair, and like other genasi have one or two unusual traits, such as hair that billows like clouds of smoke or the faint whiff of something burning clinging to them. They prefer loose clothing in dark colors and heavy fabrics.

Animal Companions
Animal Companions in CoA have been altered from the traditional Animal Companion system NwN uses. The Animal Companion Summon button will no longer do anything, instead the system uses a series of dot commands that you can use via chat (or set in your quickbar using macros).
These commands allow you to tame many animals/vermin you might find in the wilderness, provided their HD is equal or lower than your druid's level and you succeed an Animal Empathy check.
Disclaimer: While you can acquire companions in this way, if they die in combat they are gone for good and you'll need to find and tame a new companion.
Other disclaimer: Not every animal/vermin found in coa is tamable, for balance reasons. Also if you have less than 10 charisma your companion will receive penalties to its stats.
-- SPIFFY NOTE: Some animal companions are nerfed. They will not scale as described below. Others will scale better. It depends on what you find.
The dot commands are as follows
".compantame" Will tame the animal or vermin nearest to your druid, if the creature is non hostile the DC to tame it will be lower, you can use Animal Empathy to make animals non hostile and increase your chances of taming them.
".compansum" Will summon and unsummon your animal companion, keep in mind that you can not immediately resummon a companion after unsummoning it, or after it's been dismissed using the dismissal spell. You'll have to wait a certain time before being able to resummon it (even longer if it's been dismissed). The exception is the first time you unsummon a companion after taming it (allowing you to rename it).
".companname" Will set a new name for your companion, the next time you resummon them, their name will be whatever you set it to.
Additional Animal Companion Info
Taming Levels
Druids can tame companions equal or lower than their total druid levels.
Rangers can tame companions equal or lower than their ranger levels -2 levels (since they obtain the ability to tame at level 3).
Ranger and druid levels will combine when determining your ability to tame companions (the ranger's -2 level penalty still applies to ranger levels)
For every level a druid exceeds that of their Animal Companions HD, the companion will receive a +1 bonus to Str, Con, and Wisdom.
For every 2 levels a druid exceeds that of their Animal Companions HD, the companion will receive a +1 bonus to Dex and dodge AC
Charisma Bonuses
Charisma will give benefits to an Animal Companions stats if it's higher than 10, up to a maximum of 14 charisma.
11 Charisma: Gives the companion +2 Wis
12 Charisma: Gives the Companion +1 Str, +1 Dex, +1 Con, +1 Wis, +1 Dodge AC
13 Charisma: Gives the Companion +2 Str
14 Charisma: Gives the Companion +1 Str, +1 Dex, +3 Con, +1 Wis, +1 Dodge AC

Potionmaking
City of Arabel has a slightly altered system for Potionmakeing in place, the instructions on how to brew potions in Arabel are as follows.
First you need the Brew Potion feat, its prerequisites are the same as default nwn (You need to be a level 3 spellcaster before taking the feat).
Second, you need to buy a Magical Potion Bottle(s) from a store. As well as the spell you wish to make a potion out of prepared in your spellbook.
Third, you need to have the relevant potion recipe for the spell. Common ones can be purchased in stores, whilst more rare ones can be found on quests or dangerous areas all over the server.
Once you have all the materials for your potion(s) and have the appropriate spell prepared, you use the recipe item and it will convert one empty bottle into a potion of that recipe. It will also consume the spell from your book in the process, as if you had cast it.
Note: You are able to brew potions without any cauldron, however you can improve your chance of brewing more potions you can stand next to a Potion Brewing Cauldron Placeable, which are available around the server. Or, you may craft a portable Potion Brewing Cauldron using Blacksmithing or Woodmaking. Recieve bonus potions does not consume any Magical Potion Bottles.

Roleplaying Stats
Roleplaying
CoA is a roleplaying server. That means character concept comes before character build, but they're not necessarily opposed traits. In general, we prefer that multiclassed characters keep similar (that's not the same as equal) levels in their different classes. The rationale behind it is that if your character concept of story makes him, say, a outdoor type cleric (represented by cleric and ranger levels) it doesn't make a lot of sense that as he progresses in levels he only takes cleric levels. In any case, this is more of a guideline than a hard and fast rule. We don't assume powergaming out of a character's multiclassing. We observe powergaming when those classes are clearly taken and used for the purpose of maximizing the game mechanics benefits with complete disregard for the character concept and behavior.
One important remark, as this has come up a few times. In general we don't have issues with high level characters multiclassing to get a single level of another class. At that point it's usually evident when this multiclassing is the result of life changing events or not, and more likely than not, the change is going to have negligible effects in the character's ability to level up quickly since he's already at a high level to start with.
As for gimped builds (builds where abilities and classes are taken with the purpose of NOT being optimal), there are different opinions. Some DMs don't have any particular affection for those characters, while some others do like them (and I don't want to imply any link to said DMs' inability to make optimal builds as players ). But generally speaking, this is again a character vs build issue. We like players who make characters with flaws or quirks that get reflected in their stats and which are consistently played. Making a gimped build for the sake of it or with the only goal of attracting DM attention is not going to work well.
Bottom line: play your character, not your character sheet.
Min Maxing
Minimize stats in certain 'useless' attributes for specific character build (The most common example being 8 int, 8 cha, 8 wis fighters). While this is permissable and not against the rules of the server, it is against the rules of the server to select such stats and not play them appropriately.
Refusing to acknowledge flaws in a character build is a form of metagaming and powergaming which the DMs of the server do not approve of, and will take measures to enforce. Those characters found to be minimizing attributes on their characters, and not roleplaying them will be receiving roleplay penalty tokens that will severely reduce their experience gain.
For those of you who are uncertain as to what I mean, here is an example:
You play a fighter whose attribute arrangement is 18 str, 12 dex, 16 con, 8 int, 8 wis, 8 cha. When interacting with other characters you make no effort to express your lack of charisma, and may even take it a step further and play a 'ladies man'. When interacting with other characters you also frequently offer sage pieces of advice of worldly wisdom. Finally, you also articulate and frequently offer solutions to complex problems.
In this example, you are not playing your 8 charisma (which is below average) because you are not making an effort to show how unrefined or grotesque you are (and if you play a ladies man, then you're essentially playing like you were Gollum hooking up with girls every night). You are not playing your 8 intelligence, because you play your character to be well knowledged to be able to articulate solutions to complex problems. Finally, you are not playing your 8 wisdom because you offer sagely pieces of advice frequently.
Characters who have such stats, but nonetheless play them out are perfectly acceptable. However, as I've mentioned above, characters who refuse to acknowledge their character attribute flaws will receive penalties accordingly.
Note: Refusing to play the flaws in STR, DEX, and CON are also inappropriate. WIS, INT, and CHA are the most common attributes that are minimized, and so they were used in this example. Likewise, a character with low DEX should not be graceful, low STR should not be strong, and low CON should not be hearty. The average level is 10 for each attribute.
Character flaws
Keep in mind that flaws in a character means the low charisma and low intelligence. However, these usually don't get considered as "gimps" or "flaws" because many characters tend to talk and think like they have high intelligence, or charm and inspire like they have high charisma, even though they have 8 in each. When you're obviously playing your 18 str, 14 dex, and 18 con, but are also a brilliant tactician and charming individual, then you're obviously not playing your 8 wis, 8 int and 8 cha.
If you want to build a character with low int, cha, or wis, feel free. As mentioned earlier, we don't judge characters based on their stats. Some f the most famous COA characters had builds that are considered "optimal." But the difference is these players chose to play their low intelligence, wisdom, and charisma ALONG with their high strength, dex, and / or Con. So keep in mind that you are free to build your character as you like, but play the character to reflect these physical and tangible flaws, as well as strengths.

Treasure Maps are maps describing the secret location of a treasure, which can contain items or gold. This treasure system is specially designed to reward based of party size, this means it is more beneficial to take other people along when treasure hunting! Treasures are hidden away in the wilderness and can only be discovered if you have the right treasure map for the right location, as well as a shovel.